Telekinetics (5e Class)
From D&D Wiki
- 1.1 Creating a telekinetics
- 1.2 Class Features
- 1.3 School of Protection
- 1.4 School of Aim
- 1.5 School of Control
- 1.6 Multiclassing
Do you like the 5th lvl spell telekinesis. You don't! Well I made a class about it anyways.
Creating a telekinetics
- Quick Build
You can make a telekinetics quickly by following these suggestions. First, strength should be your highest ability score, followed by dexterity. Second, choose the harborfolk background.
As a telekinetic you gain the following class features.
- Hit Points
Weapons: 2 of your choice
Tools: any 1 type of artisans tools
Saving Throws: Str and Dex
Skills: choose 3 from athletics,acrobatics,performance,sleight of hand and survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quiver and 20 arrows or (b) 2 shields or (c) 50 ft of hempen rope
- (a) any simble weapon or (b) any martial weapon
- (a) A dungeoneers pack or (b) An explorers pack
- If you are using starting wealth, you have 1d4 * 10 gold in funds.
|Telk die||telk points||Features|
|2nd||+2||1d4||-||Choose a School|
|3rd||+2||1d4||3||School feat, projectile deflection|
|4th||+2||1d6||4||Ability Score Improvement|
|8th||+3||1d8||5||Ability Score Improvement|
|12th||+4||1d10||6||Ability Score Improvement|
|16th||+5||1d12||8||Ability Score Improvement|
|19th||+6||1d12||9||Ability Score Improvement|
At 1st level you learn to use your telekinetic powers. You can manipulate a number of objects at once equal to your Strength Modifier, each of which must weigh less than your Strength Score in pounds. With an action you can throw the object as a range attack. The object deals your telk die + str mod at the range of 80/320. If you’re controlling a shield you gain the bonuses of it. You can only control one shield at a time. You can manipulate objects at a range of 5 feet times your Proficiency Bonus. If an object leaves this range while you are manipulating it, it drops to the ground.
If you're controlling a rope, chain or anything that can be used to restrain someone you can use an action to Trapple someone. You need to hold concentration on the Trapple or it will fail. You cannot use any other Telekinetic powers while concentrating on a Trapple. A Trappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage. The creature has disadvantage on Dexterity Saving Throws.
At 2nd level, you choose a school. Choose between Protection, Aim and Control, all detailed at the end of the class description. Your choice grants you features at 2nd level, and again at 3rd, 6th, 10th, 13th and 17th level
Starting at 3rd level, you can use your reaction to deflect or catch a projectile when you or an ally within 5 feet of you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d10 + your strength modifier + your telekinesis level. If you reduce the damage to 0, you can catch the projectile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a projectile in this way, you can spend 1 school token to make a ranged Attack (range 60 feet) with the weapon or piece of Ammunition you just caught, as part of the same reaction. you use your telk die for the attack.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th you can attack twice, instead of once, whenever you take the Attack action on your turn.
Beginning at level 11 you gain the ability telekinetic tempest: You can spin your manipulated objects in a swirling vortex, hitting out at many foes at once. As an action, expend a Telk Point and make a melee weapon attack against any number of creatures within 10 feet of you, with a separate attack roll for each.
<!-Class feature game rule information->
School of Protection
This is the school for the defenders of the world.
- LVL2:The shield
Gain a +1 bonus to your AC.
- LVL3:Shield Response
When a creature you can see attacks a target other than you that is within 5 feet of you, you can expend one telk point to use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- LVL6:Shields Up!
You can now control 2 shield at the same time. You gain bonuses from both shields
- LVL10:Knock'em Down!
Your shields are no longer merely tools of defence, but carefully manipulated weapons that can be used to great effect. You may now use the Shove action as though you were in the space of any of your currently manipulated shields. Also, as a bonus action you may imbue your shields with volatile energy. Any successful Shove attempt you make before the start of your next turn deals Bludgeoning damage equal to your Telk Die + your Strength Modifier.
School of Aim
The school for the keen-eyed soldiers.
- LVL2:Trained Aim
gain a +2 on all ranged attack rolls
- LVL3:Lucky Shot
You can use a bonus action to expend 1 telk point to gain advantage on your next ranged attack roll. This ability has to be used before you roll.
You can use a bonus action to expend 1 telk point to fire two ammunitions instead of one as part of the same action action.
- LVL10:piercing attack
By level 10, your attacks are so forceful that they can penetrate past enemies, striking in a line. When you hit a creature with a ranged weapon attack, you can expend a Telk point to attack the a creature directly behind them.
School of Control
The school for the masters of traps and control.
You gain advantage on Trapple (Athletics).
- LVL3:Non-Stop Focus
You may use a bonus action and 1 telk point to use a Telekinetic Power while concentrating on a Trapple.
- LVL6:Crushing grip
At level 6, you gain the ability to constrict the body of those you've captured, squeezing the life from them. As an action, expend one telk point and choose one creature you currently have Trappled. They must make a Strength Saving Throw against your Telekinesis Save DC or take Bludgeoning Damage equal to Your telk die + str mod.
You can now use the trapple action twice per turn and you can also hold concentration on 2 Trapples.
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: